
uniform sampler2D s_texture;

uniform vec3 col;
varying vec2 aVertexUVs_;
varying vec3 aVertexNormals_;


void main(void) {
	gl_FragColor = texture2D( s_texture, aVertexUVs_ ) * vec4(col, 1.0) + vec4(aVertexNormals_, 1.0) * vec4(0.001);// * vec4(aVertexNormals_*0.5 + vec3(0.5, 0.5, 0.5), 1.0);
	//gl_FragColor = vec4(aVertexNormals_*0.5 + vec3(0.5, 0.5, 0.5), 1.0);
}

	
